Commit f196050f authored by Michael Stefaniuc's avatar Michael Stefaniuc Committed by Alexandre Julliard

d3d10core: COM cleanup for the ID3D10PixelShader iface.

parent 887a4ff3
......@@ -194,7 +194,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
/* ID3D10PixelShader */
struct d3d10_pixel_shader
{
const struct ID3D10PixelShaderVtbl *vtbl;
ID3D10PixelShader ID3D10PixelShader_iface;
LONG refcount;
struct wined3d_shader *wined3d_shader;
......
......@@ -952,7 +952,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
}
TRACE("Created pixel shader %p.\n", object);
*shader = (ID3D10PixelShader *)object;
*shader = &object->ID3D10PixelShader_iface;
return S_OK;
}
......
......@@ -421,7 +421,7 @@ HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct
static inline struct d3d10_pixel_shader *impl_from_ID3D10PixelShader(ID3D10PixelShader *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_pixel_shader, vtbl);
return CONTAINING_RECORD(iface, struct d3d10_pixel_shader, ID3D10PixelShader_iface);
}
/* IUnknown methods */
......@@ -448,7 +448,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_QueryInterface(ID3D10PixelSh
static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *iface)
{
struct d3d10_pixel_shader *This = (struct d3d10_pixel_shader *)iface;
struct d3d10_pixel_shader *This = impl_from_ID3D10PixelShader(iface);
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
......@@ -461,7 +461,7 @@ static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_AddRef(ID3D10PixelShader *ifac
static ULONG STDMETHODCALLTYPE d3d10_pixel_shader_Release(ID3D10PixelShader *iface)
{
struct d3d10_pixel_shader *This = (struct d3d10_pixel_shader *)iface;
struct d3d10_pixel_shader *This = impl_from_ID3D10PixelShader(iface);
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
......@@ -536,7 +536,7 @@ HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_
struct d3d10_shader_info shader_info;
HRESULT hr;
shader->vtbl = &d3d10_pixel_shader_vtbl;
shader->ID3D10PixelShader_iface.lpVtbl = &d3d10_pixel_shader_vtbl;
shader->refcount = 1;
shader_info.output_signature = &shader->output_signature;
......
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